Difference between revisions of "User talk:WinterBorn"
Line 44: | Line 44: | ||
The maximum-hybrids-alive-at-once number is now capped at numberOfPlanets * difficultyFactor, which is 4 times the number of hybrids supported by just the planet count. This allows the number of spawners (each of which support an additional 2 hybrids, which is down from 4) to have a significant impact on hybrid population without it exploding into the 500s or crazy stuff like that (unless you're playing with a lot of players or homeworlds or high difficulty). | The maximum-hybrids-alive-at-once number is now capped at numberOfPlanets * difficultyFactor, which is 4 times the number of hybrids supported by just the planet count. This allows the number of spawners (each of which support an additional 2 hybrids, which is down from 4) to have a significant impact on hybrid population without it exploding into the 500s or crazy stuff like that (unless you're playing with a lot of players or homeworlds or high difficulty). | ||
− | + | [[AI_War_-_MantisBT Overview]] | |
Revision as of 10:07, 8 November 2010
test area
- testing To Be Developed
(in development)
(in development) Your Home System And What's In It
Hybrids Section
Various quotes on Hybrid development follow
CoN exp Added "Advanced Hybrids" AI Plot; if the base Hybrids plot is enabled and the Advanced one is not, then the highest tier of Hybrid classes will be disabled (including stuff like the re-coloinzer, which is not quite implemented yet). Also slightly influences the tech level of equipment available to the lower classes, for instance the first Attacker type will only be able to get a mkI forcefield (instead of mkII) if Advanced Hybrids is off. If you select Advanced Hybrids and not the base Hybrids plot for an AI player, once you start the game it will act as if you had checked both.
Added 2 galaxy map display overlays: detected hybrids and detected hybrid facilities. Only displays info on planets that you current have visibility.
The following modules now use a new shot-movement mechanic to fire their multiple-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) : Riot machine gun modules now fire 12 shots per salvo with a reload time of 4 seconds, instead of 3-shot salvos with a 1-second reload. Riot laser modules now fire 8 shots per salvo per 8 seconds instead of 4 shots per salvo per 4 seconds. Hybrid machine gun modules (I-IV) changed from firing 2/3/4/5 shots per 1-second reload to 10/15/20/25 shots per 5-second reload. Hybrid laser cannon modules (I-IV) changed from firing 1/2/2/3 shots per 4-second reload to 2/3/4/5 shots per 8-second reload.
Hybrid Hive (hull, not ff-module) armor from 500 to 1000, health from 1,500,000 to 2,000,000. Hybrid Hive forcefield generator hull type from (default) to Structural, the same as normal ff-generators (they used to be intentionally different, but with the simplification of damage bonuses there isn't room for that). Health from 500,000 per mark level to 600,000 per mark level.
Hybrid plot
Difficulty scaling: the initial number of hybrid facilities (including hive spawners) and the maximum-hybrids-alive-at-once calculations (which is based on planet count and spawner count) are now scaled by the total number of human-players/human-homeworlds and the highest AI difficulty (facility count only scales by the former). A single player with one homeworld playing on difficulty 7 has a factor of 1.0; on difficulty 10, 3.0; two players on diff 7 have 2.0, etc.
The maximum-hybrids-alive-at-once number is now capped at numberOfPlanets * difficultyFactor, which is 4 times the number of hybrids supported by just the planet count. This allows the number of spawners (each of which support an additional 2 hybrids, which is down from 4) to have a significant impact on hybrid population without it exploding into the 500s or crazy stuff like that (unless you're playing with a lot of players or homeworlds or high difficulty).
It is seperate software so when you go to here:
http://www.arcengames.com/mantisbt/
You will need to create a new account/password
Once inside set up your profile preferences
then use the "view issues" to see/search bugs and suggestions
"Report issue" to create a new report (there are drop downs and a text area for your entry.)
Have fun
Here is a post from X4000 asking you to use this software for ideas http://www.arcengames.com/forums/index.php/topic,7513.0.html
and another from X4000 just after setting mantis up http://www.arcengames.com/forums/index.php/topic,7276.0.html
main mantis site http://www.mantisbt.org/
http://www.arcengames.com/mantisbt/view_all_bug_page.php is the shortcut I use to go straight to the main page of issues